At 18:54 2-12-2006, you wrote:
There might be an option to transform coords into world space, but I don't
think so. What you could definitely do is

1) Create a custom vector channel WorldCoords
2) Create a VSL material 'World' that copies Coords to WorldCoords in the
Surface Prop's
3) Create a top level parallel map of material 'World' that is 1x1x1 units
in size with 0,0,0 at the world origin

Then in all references to that material, you'll get absolute world
coordinates. I think in local materials, you'll be able to reference the
custom WorldCoords channel for that purpose. Though I can't rightly remember
the order of evaluation - I don't do much RS these days.

David Coombes
[EMAIL PROTECTED]


These days you can set evaluation Priority in the properties of the material primitive (the object in the hierarchy). Highest = evaluated first.
Your method is exactly what I would do, it should work!

-Mark H



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